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Conjuration: Summon Jaguar Toad Summon Jaguars Summon Monster Toad Contact Coatl Summon Tlaloque Blood: Bind Beast Bats Bind Jaguar Fiends Contact Civateteo Bind Tzizimitl Contact Tlahuelpuchi Contact Onaqui Rain of Jaguars I won't mention any details about these spells or show pictures, i will try to copy Endoperez instead and practice my teasing skills as well http://forum.shrapnelgames.com/images/smilies/wink.gif. Some of these other spells are very cool too imho. I like e.g. the Tzizimitls. Maybe if you beg Endo enough he shows them http://forum.shrapnelgames.com/image...es/biggrin.gif. Hm ok one little detail i will mention: The blood bats also get freespawned by one Mictlan commander summon http://forum.shrapnelgames.com/image...ies/stupid.gif |
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A Druid image was also attached to my "Oh, you poor of faith." post. http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/image...ies/tongue.gif Some people (probably 4 in total) found it, even though I didn't mention it! There are lots and lots and lots of new mages who can change shape. From Ghost Cats to Swamp Serpents, through ghost forms of the EA Oni and some really special heroes to Naginis who are better mages in their own form but become stealthy seducers when disguised as Yakshini... http://www.shrapnelcommunity.com/thr...48387-temp.jpg He's lucky despite that name: Nahualli have only 10% chance of getting a random. P.S. I used Google to check that I a term I used means what I thought it means. This is the first result of the search "define:cardinal directions": noun - A direction toward or away from either planetary rotation or the planetary poles. Bionian planets only have east and west; trionian planets additionally have north and south; tetronian planets have two more, marp and garp. tetraspace.alkaline.org/glossary.htm http://forum.shrapnelgames.com/images/smilies/shock.gif Seriously, why does that come up first! |
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Mesmerize?
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Oh, here's the new game creation screen. It's all defaults. Multiples range from 50 to 300, and there's one new victory point setting, but I don't think there's anything else you wouldn't be familiar with.
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Anyway, cool stuff, thanks again http://forum.shrapnelgames.com/image...ies/tongue.gif Maybe show us a new watery summon? |
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There are new Water/Nature and Water/Death summons. The Unfrozen that've been mentioned a lot are a Water/Death summon. There's also another new W/D spell for summoning mages. Quantum Mechani defended the merits of Water in times you lot have probably forgotten already. If you thought these Naiads were good, you're in for a treat. Quantum also mentioned Streams from Hades... There are Naiads in other rivers as well. Kokythos. Cocytus. Mortals, meet Kokythiai. http://www.shrapnelcommunity.com/thr...48467-temp.jpg |
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What are the different ages of the Jotuns? Is there anything we haven't seen, there?
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Hm. Between the trampling Monster Toads, Dreamlands causing commanders to act oddly, and turkeys with a death-gaze, this installment seems to come with even more weirdness than the last. http://forum.shrapnelgames.com/images/smilies/happy.gif
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I am a huge fan of the death-turkeys.
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Musing... on the 'death turkeys', I'd have to wonder if that's not an Enslave Mind attack. My memory's telling me that the Enslave Mind attack in Dom 2 also showed up as 'death' in the damage section, and mental enslavement would be more consistent with the 'mesmerize' name than obliteration.
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Did Water get any new combat spells?
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http://www.shrapnelcommunity.com/thr...48547-temp.jpg |
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Quickening looks very interesting. http://forum.shrapnelgames.com/images/smilies/cool.gif
Endo could you post about some new death spells? http://forum.shrapnelgames.com/images/smilies/smile.gif |
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Quickening is already in Dom 2. Actually, it was in Dom 1 too. http://forum.shrapnelgames.com/image...ies/tongue.gif
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DominionsFan - Perhaps. I don't remember any new Death spells at the moment, besides some summons I've already mentioned. Would knowing that Ashen Empire can research spells for summoning larger numbers of national undead, like Wailing Ladies, be enough? |
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I like Arcane bolt http://forum.shrapnelgames.com/images/smilies/happy.gif Please someone put a screen ! http://forum.shrapnelgames.com/images/smilies/wink.gif
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http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/smirk.gif I like Arcane Bolt too. http://forum.shrapnelgames.com/images/smilies/happy.gif I hadn't realized there was a new Level 1 Evocation. |
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I see.
So...how about those middle-Agartan mages? |
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I'd like to see any new blood spells that don't involve summoning.
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http://www.shrapnelcommunity.com/thr...48601-temp.jpg Blood (school) 8, BBB |
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Ooh. SCs beware!
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He's a Late Era mage, he gets 4 magic picks, possibly even 5 if he gets lucky. Doesn't seem that pricy to me. *shrug*
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LA Tien Chi has 3 paths at level 2 outside capital. One more (Water) 25% of the time via Masters of the Way. The Celestial Masters in the capital always have Water 2 and 55% chance of at least Air 2 or Astral 2. In Late Age, only Mictlan has similar width of magic without randoms, and unlike Mictlan Tien Chi has random paths as well. They are expensive, but I think you can't afford not to buy them as LA Tien Chi. EDIT: Spirit Masters have one 100% random, which can't be Nature. They have 25% change of getting D2, and 75% change of getting first level in some path Tien Chi has easier access to. That makes them somewhat weaker than most Dom2 mages, and more expensive. |
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Speaking of Master of the Way and Initiates of the Deep, have they changed or did they get nerfed to oblivion with the change to Quickness?
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The more I think about quickness not helping spell casters the more I dislike it http://forum.shrapnelgames.com/images/smilies/frown.gif
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You will get used to it as soon as you start playing.
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Now Quickness isn't a no-brainer. It retains utility without being a must-have. Personally, I prefer it that way. If the utility is too low, perhaps it can be boosted a bit, but doubling spellcasting rate was too good. |
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Well, I'm just afraid that 1 Water mages that are in Atlantis and TC are utterly useless now.
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E1 gives some basic protection spells for the caster, Flying Shards, few weak spells and the basic bread and butter of magic items. F1 gives Fire Darts, few items later in the game (Lightless Lanterns or something) and few nice spells (Blindness, Will'O'Wisps) N1 gives Vinemen, Tangle Vines and Vine Arrow, Maggots, and Endless Vineskins. W1 gives Slime, more things underwater thanks to Water Power, some nice items (Water Bracelet, Boots of Quickness are still good, anti-demon items, items for water-breathing), and Frozen Heart. All the elements get Lesser Elementals as well. The stakes are now even. If W1 casters were powerful before, then something was wrong. |
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Thing is, Marignon doesn't get only Initiates out of their capital. Tien on the other hand...
And E1 gives quite possibly the best trinkets in the game. |
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A nation only being able to recruit one one-path mage outside of its capital doesn't mean that one path is weak. It means that that nation cannot field as many skilled mages as other nations. It has nothing to do with the power of Water. I think you just haven't realized how much gold is available. |
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So are you saying that having a one-path mage as the only recruitable mage outside of capital isn't a cripling disadvantage? Especially since the Quickness-FH combo is no longer avaitable.
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Not even Tien? It's all good then.
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Thanks for the awesome blood spell!
Can you show an age-reducing spell from a school other than blood? |
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Also, LA Agartha has access to: Earth 2 (3), Fire 1 (2), Death 2(3), Astral 0 (1). LA Tien Chi has access to E2, D2, N2, W2(3), S1(2), A1(2). The numbers in parentheses is the best level a mage can reach with a 100% random. In theory, 10% randoms might increase these further, but you can't count on them. There are N1 tribal mages and druids in the wild, and S1 sages, but anything besides that will be hard to get. |
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